Surviving the world of the Fallen Enchantress

The land is your enemy.

Keep remembering that. Because once you treat it as such, your odds of survival greatly increase.

As the person who programs the computer AI in an attempt to survive this world, let me share with you some hard won tips:

#1 DO NOT GO OUT ALONE

image

Recruit. Recruit. Recruit. Find champions who will join your side and go out into the world.

#2 THE CREATURES OWN THE WORLD

The creatures of the world are territorial. This matters because they are not randomly wandering around. They have a territory and they will defend it. You may not see that territory at first but over time, you will recognize it and respect it. When you create a settlement or simply trespass through their territory, they will react.

#3 DO NOT LET THEM MULTIPLY

Over time, the monsters who have explicit lairs will multiply and grow stronger. That exiled butcherman that’s in the wastes near your city? He’s going to be building up just like you are. Leave him alone and pretty soon you’ll have their entire medieval criminal syndicate knocking on your door.

#4 USE THE MAGIC

image

This should be obvious but from watching others play, I don’t think people realize how powerful magic is in Fallen Enchantress because it’s not all pew pew magic.  My personal favorite is Haste early on.

# 5 FLANK FLANK FLANK

If you run into enemies with missile weapons (archers for instance) learn to flank. Units have a kind of..area of control that is subtle. You can’t simply bypass them but instead have to go around. Similarly, if you have the archers, space your units such that your melee units can act as screens for the enemy units because they will definitely want to take out those archers.

#6 THE MONSTERS WANT THEIR STUFF BACK

The hardest thing I’ve had to deal with in writing the computer AI is unlearning bad habits. Steamrolling is not your friend. While I (or the early AI) tried to do this to other players, the monsters I had ignored earlier had grown up and started destroying my cities. And they don’t occupy cities. They’re monsters. 

#7 The Wild Lands are NOT a short cut

You will ignore this and then understand what I mean.

#8 DO NOT MINDLESSLY THROW ARMIES AT MONSTERS

Biggest mistake I’ve seen in new players – trying to “wear down” monsters by sending army after army at them.  Kill them or don’t try. Because, like you, they level up.

#9 REMEMBER: FROM THEIR PERSPECTIVE, THEY ARE THE CUSTOMER, IT’S THEIR GAME AND YOU ARE A GRIEFING THEM

The monsters in Elemental: FE have been written as if they are the main characters. That is, they have all the capabilities you do. They go up in level, gain new abilities, can get loot, etc. If you’ve ever read the original “I am Legend” you will understand

#10 RUSH EXPAND AT YOUR OWN RISK

The #1 AI challenge in FE has been how to write the computer players in such a way that they expand but don’t end up losing tons of pioneers. It is an ongoing effort. Do I send 3 of them with a couple of bodyguards so they can expand in single swoop or do I send them out to try to sneak past the monsters?  And if I do send them out, am I ready to quickly defend that city?

#11 MONSTERS ARE SHY OF YOUR TERRITORY

Seeing civilization scares them. They will tend to stay out of your area of control. Use that. They won’t attack caravans that are in your territory.

#12 USE OUTPOSTS

FE has a new game mechanic called Outposts. They’re not cities. But they allow you to expand your zone of control far and wide. The resources will then flow to the nearest city letting you create a handful of super cities. It is better to have a few mega cities than a bunch of crappy ones (each time you found a city, your faction prestige is spread further out which slows growth in all cities). It also lets you claim land.

#13 PICK YOUR BATTLES

You and your AI opponents are able to trespass through each other’s territory. However, you can kick them out and they will remember it. This is both good and bad since they are likely to find another way but they may just declare war on you. The AI is the same way about you and may let you cross their territory or tell you go get out. (and this behavior will grow increasingly sophisticated as times goes on).

I hope this helps you survive!  Also, if you have a bad experience with monsters, you can lower the world difficulty which will make them a lot tamer. Or if you’re insane, you can put it further up.

Good luck!

126,955 views 42 replies | Pinned
Reply #1 Top


#1 again, that's 2 in a row!

Thank you & Derek for listening to our pleas (from E:WOM) about making Magic a dynamic force in the world.

I like everything I've read about the game so far, but the Magic aspect of the game is why we all got so hyped up way back when. 

Reply #2 Top

Remember folks, Buddy rules are now in effect.

 

...always wanted to say that...

 

Still, sounds like it is going to be very, very interesting and Taming the Land is going to be as much if not more of a challenge than becoming Hegemonic.

 

Looking forward for this.

Reply #3 Top

So I can't just put the enemy AI on an island and focus on gaming the economy?  8C

 

I guess I'll just play the game then...

Reply #4 Top

As someone who was always complaining that the monsters in WoM were not tough or interesting enough I can't wait to see the new monsters in action!

Reply #5 Top

For me the best and most exciting post so far!!!


Thanks!

Reply #6 Top

Frogboy, what's this "subtle area of control" thing you're talking about, please?

Reply #7 Top


Is there a difference between people in the wild and monsters? By that I mean that I have a dream where a wandering bandit takes an empty city and starts his own empire. Would be SOO cool

 

 

Reply #8 Top

Wow!  That sounds a lot different from EWOM.    I am very  interested in how the "more cities spreads out your faction prestige and slows growth" mechanic (point 12) works.  Gettting the more or less cities right was a big issue with EWOM.  

Reply #9 Top


 #9 REMEMBER: FROM THEIR PERSPECTIVE, THEY ARE THE CUSTOMER, IT’S THEIR GAME AND YOU ARE A GRIEFING THEM
The monsters in Elemental: FE have been written as if they are the main characters. That is, they have all the capabilities you do. They go up in level, gain new abilities, can get loot, etc. If you’ve ever read the original “I am Legend” you will understand
  Good luck!

Awesome, I always wanted to grief monsters! 

Reply #10 Top

#14 Elemental WILL cause cancer.

Any fun or enjoyment had from playing this sandbox beta must be reported immediately so that the bugs causing this are swiftly remedied.

Reply #11 Top

Sounds pretty awesome Frogboy. The re-populating/leveling monsters/bandits really adds an organic feel to the game. The one complaint i've always had with the Civ series is that the bandits in that game are irrelevant after ~100 turns. Its good to see that emphasized.

Reply #12 Top

Quoting jecjackal, reply 11
the bandits in that game are irrelevant after ~100 turns. Its good to see that emphasized.
 Yeah, I can assure you that creatures stay relevant (and a pint in the ass) up until end-game....and beyond if you turn off all victory conditions ;)

Reply #13 Top

#12 USE OUTPOSTS

FE has a new game mechanic called Outposts. They’re not cities. But they allow you to expand your zone of control far and wide. The resources will then flow to the nearest city letting you create a handful of super cities. It is better to have a few mega cities than a bunch of crappy ones (each time you found a city, your faction prestige is spread further out which slows growth in all cities). It also lets you claim land.

What a great way to get the benefits of cities without all he hideous late game micromanagement.   Can't wait to try it out!

Reply #14 Top

Quoting jecjackal, reply 11
Sounds pretty awesome Frogboy. The re-populating/leveling monsters/bandits really adds an organic feel to the game. The one complaint i've always had with the Civ series is that the bandits in that game are irrelevant after ~100 turns. Its good to see that emphasized.

 

A concept adapted from Fall from heaven if I am not mistaken? Will we be able to get bandits camps as pets or a spell to summon hostile monster camps in enemy territory?

 

Everything sounds great and my expectations are through the roof already, I am calling all my friends to tell them about how FE will redefine PC gaming forever.

Reply #15 Top

Brad, you missed the perfect opportunity to "Hill Street Blues" this one. Should have ended this post with a "Hey, let's be careful out there!"

 

Btw, this post has really got the blood pumping!

Reply #16 Top

I really like the idea that we can clean lands out, ie no more monsters spawn once we kill everything. But it also means there is a very high need of having a scaled difficulty of monsters. I guess that's where wildlands come in. We start out clearing the monsterhuts, but the wildlands are far more difficult than the average monster.

Reply #17 Top

Sounds great, I really like the area of control in combat, something people have been asking for for a while :thumbsup:

Reply #18 Top

Why, oh why, didn't I pre-order?  X(

Reply #19 Top

Quoting Satrhan, reply 17
Sounds great, I really like the area of control in combat, something people have been asking for for a while

We don't know what it means yet - it's supposed to be "subtle".

Reply #20 Top

Sounds awesome, thanks for the writeup!

I'm just a bit concerned about the whole Trespassing thing... I don't want them to settle near me but I don't want to kick them out frequently because I want to make friends, not enemies all the time...

5* for outposts, I'll see how they do... I usually had way more cities then I could handle just to expand (I'm an early and a lot expender) and will see how I can adjust the number of ourposts compared to cities... an upgrade option on outposts would be nice though (if not already present).

 

 

Reply #21 Top

Lots of good news in the OP. More than I'm willing to comment on atm.

I'm digging the Outposts alot! I'm not really a 4X city spammer, I just like establishing zones of control around my core. Building forts on the frontier, and establishing bases in strategic locations for which to garrison troops. And of course I like to nab nearby resources. It seems that the Outpost is a good solution to the so called "city spam" problem.

I hope that once again we have the option to set the world difficulty differently than AI difficulty. Sometimes more IS good. I think in this case, the more set-up options the player has, the better. 

Monster Lairs are win!

Reply #22 Top

Quoting OneLion, reply 20
I'm just a bit concerned about the whole Trespassing thing... I don't want them to settle near me but I don't want to kick them out frequently because I want to make friends, not enemies all the time...

 

Thinking about this myself, I have a question. If we repeatedly kick the same person out, I realize they will start getting mad, but will the AI also have them stop entering so often to try not to provoke us as well?

Reply #23 Top

I'm very curious to find out what the subtle area of control is all about. Under an hour left!

Reply #24 Top

Quoting juryal, reply 23
I'm very curious to find out what the subtle area of control is all about.
Me to. I'm wondering if it means that moving past a hostile group, may result in auto-combat. In WOM we could move past a group, and so long as movement ended outside their range of movement, we were free from attack the following turn. It may be that in FE, an AI group can make an attack on a players turn... if the players group should pass adjacent to it. If so I think that would be cool. It adds some life to them. They can reach and bite you if you pass to close.

Reply #25 Top

Was Frogboy talking about area of control on the strategic or tactical map? I assumed he was talking about tactical combat.